Recent content by Demerzel2

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    Stopping a trigger, including running instances.

    Yeah. And it shouldn't run if boneyard 0247 was destroyed before.
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    Stopping a trigger, including running instances.

    I didn't quite understand what you mean.. Here's the first trigger: Boneyard 1 Events Unit - A unit enters Boneyard 1 Trigger <gen> Conditions (Boneyard 0247 <gen> is alive) Equal to True Or - Any (Conditions) are true Conditions...
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    Stopping a trigger, including running instances.

    I want to make a trigger stop TOTALLY, as in I want the running instances of the trigger to end as well: I have this nested loop: Inner one summons one skeleton warrior and is executed thrice. Outer loops summons one skeleton archer 99999 times with 4 seconds between each spawn. So basically...
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    I want to add an animation when a passive procs.

    @DioD: Thanks, I've decided to drop the idea :). I've replaced the theme of the ability to something simpler, and it also fits the hero more. @da1nOnlyEd: Yeah I did notice that, but it only works for abilities whose base ability also has some sort of animation. Thanks though :).
  5. D

    I want to add an animation when a passive procs.

    Oh alright, it is a bit disappointing but I'll leave it out :). Thanks!
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    I want to add an animation when a passive procs.

    I'm new to this, but how can I add a special effect when a passive procures? For example, I want to add the Incinerate buff special effect to my hero's hand when a critical strike takes place.
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    Townhall Not Detected

    Would this work: Create a dummy Townhall which is destroyed when the custom Townhall is destroyed?
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    Townhall Not Detected

    I did that.. it doesn't work. I don't want to replace a hall, I just want to add another one. My map selects races via dialogs. :(
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    Townhall Not Detected

    That's what I did, it doesn't work.
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    Townhall Not Detected

    Can someone help? Bump.
  11. D

    Townhall Not Detected

    I did that, it doesn't work. You still get the message that you will be revealed in 2 minutes unless you construct a Townhall.
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    Townhall Not Detected

    I've created a new Townhall, and it has all the basic requirements like adding it to techtree dependencies. As I read in another thread, AceHart said this: I don't quite get what you mean by 'Putting the Temple on the Town Hall'. Could someone help?
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    Wont build

    They just need to be mechanical. Let me guess, you're making your unit based off Ancient of War and the model is 'Project: Odin' >.>
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